The village of Marne sits on Marne hill, surrounded by the wisp-haunted fens, bogs and marsh which stretch out west of the forest. The atmospheric pall of mist which hangs over these bogs in the early evenings doesn’t only _seem_ sinister…
Marne has had its share of witches, and this coven are no exception. Baby-stealing, sacrifice, satanic cavortions, the lot. At least that’s what the prosecution allege.
This adventure is based around a witchcraft trial. The (innocent) witches have to adventure around trying to collect evidence and witnesses to prove their innocence, which is surprisingly difficult when people slam their doors and window-shutters out of suspicion whenever you hove into view. The prosecutors have to get witnesses who can testify to having seen the witches at their satanic practices.
But the main event of the adventure is the court case. This could be enacted out with the GM as judge. PC witnesses are examined and cross-examined by PC defence and prosecution counsel and a verdict is reached.
This gives the opportunity for further adventures in a campaign: maybe the witches want to try to escape from gaol before their execution (if they are found guilty, that is).